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Dunabar

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About Dunabar

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  1. Yeah I've known this stuff. I just don't know anything about what is and isn't possible to do in the game mode as I'm not one of the testers is all. :)
  2. This topic seems a bit more fitting for the General section than the Suggestion section. But, I will bite anyways and see if we can make it more into a suggestion post. Question - How would you suggest fixing this? I ask because- Warzone by it's very nature and design demands a lot of running back & forward between objectives depending on the players involved in it. It's worked for Battlefield's Conquest game mode, it's worked for Call of Duty's (Insert whatever name it goes by now here), it worked for Homefront's version of conquest, and it has worked for others. So what exactly is crazy about it? Team Deathmatch is admittedly a lot more crazy, so I see some room here where the term fits pretty well. But, much like Warzone, other games have done this game mode before, it's pretty much the Ancient Game Mode of Game Modes in the world of FPS games. Ultimately it's only objective is just; Kill the enemy and don't die, no objectives to run back & forward between. Breakthrough is just basically a slightly better Battlefield Rush right now and it's just about the least "crazy" of the game modes there is. It's objective is simple - Attackers attempt to push the Defenders back and destroy Objective Points. Defenders attempt to hold them. As for Recon I'm not one of it's Testers, so I cannot say anything about it, and those that are Recon Testers are under NDA. Question - How would you suggest fixing this? I ask because WW3 tends to be regularly praised for it's customization options, so trying to limit it seems more like a detriment for the game than a benefit as far as I can see. What do you mean also with the Points Micro System? I think I know, but I rather not assume. Question - How would you suggest fixing this? Team Deathmatch is already Infantry only. Warzone was designed around using Vehicles and has already had it's Vehicle count reduced to where it is now. Any less and you might as well just push for a Infantry only Objective based game mode or a Infantry only Warzone game mode. Breakthrough has a 4x4 Commando that gets blown up in 2-3 RPGs, a moderately harmless Respawn Vehicle, and allows players to call in Vehicles if they manage to earn the BP. The Strike Vehicles are also a moderately rare sight to see on Breakthrough and they have limited operational room to really stretch their legs sort of speak. Again, I cannot say anything about Recon. Hasn't seemed like a problem to me personally. But, if that really is a issue, by all means I'm in support of it being fixed. Question - How would you suggest fixing this? Market the game? People gripe the game has poor performance and isn't optimized well enough. The company doesn't want to market the game till it's in better shape and final optimization won't happen till the game is on the cusp of being released out of early access. So, if the game isn't performing as well as it should and the game starts getting some serious marketing put behind it, how well do you expect the game to do at that point in generating more players? Push for Final Optimization? The Developers still have a considerable chunk of non-optimization related stuff to add to the game. Doing a lot of optimizing work right now and then adding stuff could very well cause a lot of that optimization work to go to waste. The game also just upgraded to a new engine, it's possible a considerable chunk of optimization that went into 0.6 was lost in 0.7 after the upgrade. Free Weekends? Already in planning and the company seems to prefer hosting these when there is something new to show. Right now, there isn't a lot of new stuff to show at the moment. But, there is a good chunk of stuff coming. Make the game Free to Play? Do you want Cheaters to have an easy path back to WW3? Because that is basically what happens with Free to Play games. That and a lot of Micro transactions. This is overall a very complex issue and it's not one where the blame sits purely at the feet of the Game or the Developers. When Players come on to these forums, go on the Steam discussion, and wherever else to go "Lolol WW3 is a Dead Game", "Dead game, dumb Devs, don't waste your money", or whatever sort of destructive approach they choose to take. They're not helping things anymore than the Bugs, poor performance, and etc of the game. Hell when Players refuse to play because of low player count, they're adding to the issue as well. Does WW3 run perfectly? No. Does it need work? Of course! Can it become tiresome of trying to play the game when nobody else seems to want to? Of course, how could it not? Are the Developers and the game above criticism? Of course not. Do some Players have legit good reasons for not playing? Of course! Do some Players have very stupid reasons for not playing? You bet! So, I ask again just to drive this home - How would you suggest fixing this? Question - How would you suggest fixing this? As far as I can see, this is a Player issue primarily. There are gameplay choices that have been made that do not help this either. But, the blame does seem to be primarily in the camp of the Players. What changes to the game modes would you suggest making to make them less back and forth? How would you suggest slowing the gameplay down? How would you suggest encouraging teamwork and communication? Why should all the airstrikes be removed? What do you suggest to fix UAV spam? Different strokes for different folks. I'm not against there being more Infantry only game modes or players wanting more of them. But, if WW3 went 100% Infantry only across the board. People like me would be out of here in no time flat and I can promise I would leave both this Game & the Company a very negative review.
  3. Oh I know. I'm just being a Technidouche. I know People want to see Attack Helicopters, Transport Helicopters, Fighters, Bombers, the whole works. But, I haven't seen any shift in the sails (sort of speak) of the Developers that hints of such planning. So, while I cannot and will not attempt to stop People from asking for such things to be added to the game. I merely suggest that they don't get their hopes very high up.
  4. There are aircraft in the game though. Just not the way they want it is all lol.
  5. For me it's more of a Realistic vs. Video Game matter when it comes to minimum arming range stuff. But, yeah overall I'm more for less babying players and more for making People have to adapt to deal with new threats that have presented themselves.
  6. So many possibilities and I did at one point actually start making a big detailed list that covered upgrade paths from the Weapon's nest that went from a 5.56 LMG all the way up to a TOW launcher, various sandbag walls, different Tank Traps, and etc. But, I felt it was making the post waaay too wordy,and would eventually start detracting from the other suggestions within. If a dedicated post was made over Defenders getting Defenses, then I would make a massive post of suggestions ranging from types, costs, and etc etc. The whole works if you will lol. But, for right now this is at least getting the discussion of consideration out there. The Attacker aspect has been the one that has got me hung up at the moment. Kind of want to see what the new Breakthrough update brings before I get too nuts with stuff lol.
  7. Indeed and variety is the spice of life as they say. When I get around to posting map rework suggestions, all of these are going to have some sort of place in the reworks I suggest. I'm just waiting for Breakthrough to get it's newest update before I get too far ahead as I might find something I like/dislike in the update and want to keep it/get rid of it when it's time to make the rework suggestions. Exactly and that is one of the things I really want to see happen so much with Breakthrough. Get away from the one trick pony of Rush and get into that WW3 flare that demands Players to find a different approach, even if it's only a little change here & there. It would be more change than Battlefield has done in a long time lol. Last big change to Battlefield rush that I experienced with smaller game mode and calling in Artillery Strikes with the "totally not a M-Com station" station.
  8. Entirely intentional at that. I was going to make it one massive suggestion. But, I felt it might get a bit heavy on the reading front and might be hard to really ID what I was getting at. So, I broke it up into three separate suggestions. I was actually tempted not to post that as I thought it would be hard to balance also. But, if the Developers are willing to consider it for Warzone, then I think considering it for Breakthrough would be fair game. So, I went ahead and said; not my choice to make anyways, so why not get the idea up there at the very least for possible discussion? Yeah it's not really needed. But oh man would it help my immersion to see it happen alongside the War map meta lol.
  9. Hey Folks Time for the last weapon suggestion post for a bit and we close this round of weapon suggestions with Mother Russia's GM-94, A Pump-Action Grenade Launcher with a rather mean payload behind every potential shot. I won't waste your time with a lot of bla bla, you probably have some serious hate to conjure up, and it's not good to keep that stuff pent up for long. So, lets get to it! Contents of this post Section 1 - The GM-94 - Real life information behind the GM-94. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Special Weapons and suggested Special Weapons with the GM-94. Section 3 - Special Features - Special features I think the GM-94 should have. Section 4 - Customization - Customization options I think the GM-94 should have. ---- Section 1 - The GM-94 Introduction & Demonstration Videos of the GM-94. GM-94 - Epic Soviet Documentaries - Hope you're ready for more Russian. LPO-97 - Yolkhere - And even more Russian. (Note: Not sure why it's listed as LPO-97. I'm guessing it's a slightly modified GM-94 for another Russian Branch of Service) GM-94 - KBP Demo with the GM-94 Extra Information sources. GM-94 - Wiki GM-94 - Gun Wiki GM-94 - Modern Firearms GM-94 - Weapon Systems Created in 1993 and produced in 1994, the GM-94 is a reverse pump-action grenade launcher designed to provide fire support for infantry in close and confined areas on the battlefield. The weapon is armed with a special 43mm grenade round that comes in a variety of types such as High Explosive, Thermobaric, Smoke, Flash Bang, Fragmentation, Tear gas, Rubber Buckshot, Shaped Charge, and more. It's able to hold four rounds of ammunition, three in it's upper tube, and one in the lower tube where they will all be fired from. ---- Section 2 - Favored Playstyle & Stat Comparisons If added to the game, the GM-94 should be a highly versatile, specialist weapon that is able to perform well in generally any role so long as it's properly fitted for the task. When compared to the RPG-7, the GM-94 should benefit from not needing to be unloaded when seeking to switch weapons, have a larger variety of ammunition types, and of course benefit from not having to reload the entire weapon after each shot. That said however, the GM-94 should be a lot harder to use at longer ranges for inexperienced players because of needing to learn to lob their Grenade Rounds without their target being directly in their weapon sights, have a minimum arming range for certain ammunition, have a slower reload speed compared to the RPG-7, and be slightly heavier because of needing to carry more ammunition (primarily to force players to create their loadout around the GM-94 rather than just adding the GM-94 to a loadout without second guessing.) Now, lets move on to comparing possible stats of the GM-94 vs. the RPG-7. Like always the color coding works as shown below. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. GM-94 proposed and compared stats. GM-94 Weight: 17.50 RPG-7: 16.8 GM-94 Recoil: 3.0 RPG-7: 6.0 GM-94 Spread: 2.0 RPG-7: 1.5 GM-94 Reload time: 4.0 Seconds RPG-7: 3.3 Seconds GM-94 Rate of Fire: 130 RPG-7: 60 GM-94 Caliber: 43mm RPG-7: 40mm GM-94 Muzzle Velocity: 100 m/s RPG-7: 300 m/s With this out of the way we move on to special features which we have a little to work with. ---- Section 3 - Special Features Minimum Arming Range - Because the GM-94 is a grenade launcher and People tend to get very annoyed easily over such things. The GM-94 should have a minimum arming range of 10 meters for HE, Thermobaric, and Shaped Charge rounds. Three round Reload - While the GM-94 can have 4 rounds inside of it, to get the 4th round inside will require the third round to get pumped into the firing chamber first. So if players want that fourth round to go inside, they should need to go through a second brief reload process to get it in, otherwise a standard full reload of the GM-94 should be three rounds. 8 Rounds Total - The GM-94 should come standard with 8 rounds of 43mm HE Grenades. Any alternative ammunition would of course divide the ammo pool in half with 4 HE and 4 of whatever Alternative Ammunition. Reloads via the Equipment Bag - Self explained. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the GM-94 should and should not have access to in my opinion, Primary Sights None Barrels None Muzzles None Side None Magazines None Ammunition High Explosive - Standard Ammunition, balanced round that is decent against both Infantry & Vehicles. Requires a minimum arming distance. Thermobaric - Alternative Ammunition, great against Infantry, but weak against all but the most heavily damaged Vehicles. Requires a minimum arming distance. Shaped Charge - Alternative Ammunition, great against Vehicles, but weak against Infantry short of a direct hit. Requires a minimum arming distance. Smoke - Alternative Ammunition, provides a smoke screen. Doesn't require a minimum arming distance. Flash Bang - Alternative ammunition, blinds infantry targets that are close to the impact zone and are looking in the way of the flash. Doesn't require a minimum arming distance. Buckshot - Alternative Ammunition, great against Infantry at very close to close range. Doesn't require a minimum arming distance. As for cosmetic bodyparts, I think a variety of grips that shotguns can use would be great to add as an option for the GM-94 along with maybe some adapter stocks from other weapons. As for totally unique stocks and grips, I haven't found anything aside from what is usually seen posted on the weapon. Much like the OTs-38, the GM-94 is another specialized weapon, so having a lot of customization options is a bit tricky. But, the Developers are a creative bunch and I just make the suggestions for them to do with as they see fit. Anyways, this brings this post to an end. I was really torn on covering either the GM-94 or one of the two other weapons I had in mind, all three of which perform very differently when compared to the RPG-7. I think when I'm ready to start up the next set of weapon suggestions, I will start with one of the two special weapons I had no suggested, both of which are just like the GM-94 in that they didn't make my original list. I hope everyone likes the idea of the GM-94, or at least the general idea of it even if not exactly how I suggested for it to be added. While I imagine I will get some flak for suggesting this weapon, I ultimately do not mind since my goal with these posts are to find weapons that are different compared to what we already have in game, and try to see how maybe a little extra variety can be added to the game. Till next time folks... Have a good one! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter K14 Special Weapons Chapter (More to come) Submachine Guns Chapter APC45 Battle Rifles Chapter BREN 2 BR Shotguns Chapter AA-12 Light Machine Guns Chapter LWMMG Pistols Chapter OTs-38 Stechkin ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  10. I think People would ultimately just leave it in that firing mode to get the quicker shots off and treat the gun pretty much like the ever day sidearm at that point. So, if the Devs wanted to make a little uncharacteristic modification to make it a little less salt prone, I don't think it would be too big of a deal in the long run overall. True but the weapon is suppressed right out of the gate and remember is not meant to be used like the regular sidearm, it's more for quietly getting rid of someone in your way without needing to waste your primary's ammunition on a single target. Now the Devs could up the damage easily where it's 1 shot to the Unprotected head and 2 to the Unprotected body. But, to get those desired effects, the user should have to be in relatively very close range of the target to avoid having the weapon be really overpowered. Plenty of options and room to be had. Oh and lucky for us, it seems the big RSh-12 is coming at some point.
  11. Hey Folks I know I just got done posting a "Weapons that could enhance WW3" post not too long ago. But, given how little there is to work with currently with both Sniper Rifles & Special weapons, I figured I'd go ahead, and just knock them out A.S.A.P so I could move on to other suggestion posts outside of Infantry Weapons. Now I already feel a sense of confidence that the developers already looked at this weapon given that it's from South Korea and WW3's Theater of War is expanding into Asia. But, it's never good to assume and I didn't want to leave it to chance. So, lets get out of this bla bla and get to the good stuff. Contents of this post Section 1 - The K14 - Real life information behind the Motiv K14. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Precision Sniper Rifles and suggested Precision Sniper Rifles with the Motiv K14. Section 3 - Special Features - Special features I think the Motiv K14 should have. Section 4 - Customization - Customization options I think the Motiv K14 should have. ---- Section 1 - The K14 Introduction & Demonstration Videos of the K14. Motiv K14 - 국방TV (Defense TV) - At least this one provides English subtitles. Extra Information sources. K14 - Wiki K14 - Gun Wiki K14 - Military Factory Prior to the K14, the ROK Army did not have a standard-issue long-ranged precision rifle. They relied on the M1 Garand and modified K2 Rifle to serve as Designated Marksmen Rifles and Sniper Rifles during the 70s to 80s. They would then go on to import proper Sniper Rifles from foreign nations for Special Forces or Counter-Terrorism units, this is primarily because the South Korean Army was not interested in the usage of Sniper Rifles. Fast forward to the modern day conflicts in Iraq & Afghanistan, South Korean Officers would get a chance to witness the effectiveness of Sniper Rifles both in the hands of Allies & Enemies. Add in the growing fear of North Korean Snipers and things quickly changed to force the ROK Army to seek a dedicated Sniper Rifle. In 2011 requirements were made for a standard-issue Sniper Rifle, it needed to be; Bolt-Action, fire 7.62x51mm NATO, and have all the necessities of a dedicated precision sniper Rifle. S&T Daewoo would later that very year submit their XK14 experimental design to the South Korean Army. The company would earn the contract and South Korea would begin producing locally made, purpose built, standard issue K14 Sniper Rifles. ---- Section 2 - Favored Playstyle & Stat Comparisons If added to the game, the K14 should be a largely middle of the road handling/slightly more challenging to use PSR when compared to the Tochnost, favoring players that prefer to play more of the medium to long range game while having less need to reload regularly. But, because the K14 has a slightly shorter barrel, the weapon should ideally struggle a little more at those longer ranges due in part to a reduced muzzle velocity, slightly worse bullet drop, and a little more recoil than the Tochnost. However, this comes with the perks of being a rather lightweight PSR with the added benefits of a stock 10 round magazine and a slightly quieter weapon do to it's design regardless of not having a built in suppressor. Now, lets move on to comparing possible stats of the K14 vs. the Tochnost & G29. Like always the color coding works as shown below. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. K14 proposed and compared stats. K14 Effective ranges: 35m (125 damage.) Damage decreases at 36m - 50m (114 damage.) Damage decreases at 51m - 90m (110 damage.) Damage decreases at 91m - 105m (95 damage.) Damage decreases at 106m - 135m (80 damage.) Tochnost: 45m (125 damage.) Damage decreases at 46m - 60m (114 damage.) Damage decreases at 61m - 90m (110 damage.) Damage decreases at 91m - 105m (95 damage.) Damage decreases at 106m - 135m (80 damage.) G29: 80m (135 damage.) Damage decreases at 81m - 140m (120 damage.) Damage decreases at 180m (90 damage.) K14 Stechkin Weight: 14.60 Tochnost: 15.11 G29: 20.11 K14 Recoil: 7.0 Tochnost: 4.5 G29: 10.0 K14 Spread: 0.1 Tochnost: 0.1 G29: 0.1 K14 Reload time: 3.2 Seconds Tochnost: 3.0 Seconds G29: 3.2 Seconds K14 Rate of Fire: 50 Tochnost: 65 RPMs G29: 35 RPMs K14 Caliber: 7.62x51mm NATO Tochnost: 7.62x51mm NATO G29: .338 Lapua Magnum K14 Muzzle Velocity: 925 m/s Tochnost: 1293 m/s G29: 1033 m/s K14 Bullets to Kill: HDPE: 1 / PTLN: 1 / Cer: 1 / STL: 2 Tochnost: HDPE: 1 / PTLN: 1 / Cer: 1 / STL: 2 G29: HDPE: 1 / PTLN: 1 / Cer: 1 / STL: 1 With this out of the way we move on to special features which we have a little, but not a lot given that we're still working with a Bolt-Action Rifle. ---- Section 3 - Special Features Stock 10 round Magazine - To differ the K14 from the Tochnost, I think the K14 should have it's real life 10 round extended magazine as it's WW3 stock magazine, and in turn of course making the K14 slower to reload than the Tochnost. Quieter than Average - While the K14 doesn't have a built in suppressor or anything of the sort. The Rifle is relatively quiet to the point that it is hard to hear much of a noise difference with or without a suppressor. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the K14 should and should not have access to in my opinion, Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium Barrel only Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 Round Magazine Ammunition All (Gun) Ammunition Types optional As for aftermarket parts. I haven't been able to find any just yet. So I cannot give any suggestions for Bodyparts at this moment. And with that this brings this post to an end. I hope you all like the idea of the K14 even if maybe not how I suggested it. With WW3's war theater going into asia and South Korea only in recent years getting it's first in country built, standard issued Sniper Rifle. I knew I just had to push the K14 first even though I have plenty of other PSRs to suggest in the future. Later today I will get the Special weapon post together and then I will more than likely take a brief break from Infantry weapon suggestions (even though I have plenty more to offer along with even more new ones!) I want to either get back to Strikes for a little bit, Vehicles (which I know is a Strike, but I don't consider it the typical strike), or start some suggestions for the WW3 meta game. Not sure just yet, but we will see when we get there. Till then... Have a good one folks! PS: Sorry if any of this seems butchered or nonsensical or whatever. I've been taking care of someone who just recently had Back Surgery, so my sleeping schedule is derped left, right, and center. ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter (More to come) Special Weapons Chapter (Still to come) Submachine Guns Chapter APC45 Battle Rifles Chapter BREN 2 BR Shotguns Chapter AA-12 Light Machine Guns Chapter LWMMG Pistols Chapter OTs-38 Stechkin ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  12. Hey Folks Time for another "Weapons that could enhance WW3" post and this time around Mother Russia provides us with some love with the OTs-38 Stechkin Revolver. She is going to provide us with even more love when it comes time for the Special Weapon post, but we will get into that when its time comes. Now I know some players have been really wanting to see Revolvers added to the game, so when I was searching for new pistols I had not recommended already, I put Revolvers at the top of my priorities when looking for something new to suggest, and the OTs-38 is definitely something new. Primarily in the sense that I had not recommended it before, it didn't make my original honorable mentions list, and it has some pretty unique characteristics to it. So, without further bla bla, lets get into this. Contents of this post Section 1 - The OTs-38 Stechkin - Real life information behind the OTs-38 Stechkin. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Pistols and suggested Pistols with the OTs-38 Stechkin. Section 3 - Special Features - Special features I think the OTs-38 Stechkin should have. Section 4 - Customization - Customization options I think the OTs-38 Stechkin should have. ---- Section 1 - The OTs-38 Stechkin Introduction & Demonstration Videos of the OTs-38 Stechkin. OTs-38 - by Оружейная Фабрика (Arms Factory) - Hope you speak Russian because I sure don't. Extra Information sources. OTs-38 Stechkin - Wiki OTs-38 Stechkin - Gun Wiki OTs-38 Stechkin - Modern Firearms Created in 2001, the OTs-38 Stechkin is a 5 round, sound suppressed, double action revolver created by TSKIB SOO (Central Bureau for Sporting and Hunting Arms, a division of the famous KBP organization, located in Tula, Russia) by request of the FSB, the successors of the USSR KGB. The weapon features both a integral suppressor & Laser Sight and when fired the weapon produces almost no sound and absolutely no flash. Firing 7,62×42 (SP-4) caliber rounds of ammunition, the OTs-38's rounds are loaded in by a special flat clip that holds the 5 rounds together, and when reloading keeps the empty cases from falling out onto the ground to avoid leaving any traces behind. However, reloading the OTs-38 is rather strange as it's cylinder doesn't just slide out to the left or right like a normal revolver. It slides to the right, then goes forward, and upwards a bit. Also unlike most revolvers, when the OTs-38 is fired, the rounds come out of the lower barrel instead of the upper barrel where the Laser Sight is located. This is to help minimize muzzle climb while firing and maintain a degree of accuracy. The ammunition was tailored to deliver wounding effects at up to 100 ft (30m) and have a practical (potentially fatal) effect at ranges below 30 ft (10m.) ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the OTs-38 Stechkin would be a highly specialized weapon like it's real life counter part. Favoring players that prefer to sneak around the battlefield, avoid getting into face to face fights, and generally flank the enemy while delivering quiet death. It would ideally not be a great sidearm for Players that are playing purely Defensively by letting the enemy always come to them or going highly aggressive on the offensive, primarily because of a limited capacity, only really being effective at very close ranges, and a moderately slow reload speed due to it's strange reloading process. Now, lets move on to comparing possible stats of the OTs-38 Stechkin vs. other Pistols. Like always the color coding works as shown below. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. OTs-38 Stechkin proposed and compared stats. OTs-38 Stechkin Effective ranges: 15m (36 damage.) Damage decreases at 16m - 135m (18 damage) G17: 60m (29 damage.) Damage decreases at 75m - 135m (20 damage) Ragun: 60m (29 damage.) Damage decreases at 75m - 135m (20 damage) Lebedev: 60m (31 damage.) Damage decreases at 75m - 135m (27 damage) OTs-38 Stechkin Weight: 2.00 G17: 1,33 Ragun: 1.55 Lebedev: 2.35 OTs-38 Stechkin Recoil: 0.55 G17: 0.95 Ragun: 1.0 Lebedev: 1.1 OTs-38 Stechkin Spread: 0.6 G17: 0.3 Ragun: 0.2 Lebedev: 0.25 OTs-38 Stechkin Reload time: 3.6 Seconds G17: 2.6 Seconds Ragun: 2.6 Seconds Lebedev: 2.6 Seconds OTs-38 Stechkin Rate of Fire: Depends on the Shooter G17: 600 Ragun: 600 Lebedev: 600 OTs-38 Stechkin Caliber: 7.62x42mm SP-4 G17: 9x19mm Parabellum Ragun: 9x19mm Parabellum Lebedev: 9x18mm Makarov OTs-38 Stechkin Muzzle Velocity: 300 m/s G17: 375 m/s Ragun: 360 m/s Lebedev: 319 m/s OTs-38 Stechkin Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 8 / STL: 12 G17: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 Ragun: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 Lebedev: HDPE: 6 / PTLN: 7 / Cer: 10 / STL: 14 With this out of the way we move on to special features which we have a little to work with. ---- Section 3 - Special Features Integrally Suppressed - Because the OTs-38 is Integrally suppressed the weapon should always be rather quiet. Integral Laser Sight- The OTs-38 should come standard with a built in Laser sight that projects itself outwards from the upper barrel. Reduced Muzzle Climb - Because of the design of the OTs-38 with the round coming out of the lower barrel rather than the upper barrel like most revolvers, the OTs-38 should inherently have a rather low muzzle climb when shooting as the whole point of it's down was to combat muzzle climb. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the OTs-38 should and should not have access to in my opinion, Primary Sights All Pistol Options Barrels None Muzzles None - Integrally Suppressed Side All Pistol Options Magazines None Ammunition All (Gun) Ammunition Types optional As for cosmetic bodyparts, there really isn't anything that I could find personally. But, I think the Devs could make some custom grips for a little something extra for People since the OTs-38 is really light in the customization department. Sort of the price of being a highly specialized weapon. And with that this brings the post an end. I hope everyone likes my suggestion for the OTs-38, or at least the general idea of it even if not exactly what I'm suggesting. I know some People are wanting to see some Revolvers added to the game and while I did find some with the RSh-12, Taurus Judge, and Unica-6 in my old pistols list. I could not in good faith ignore the OTs-38 as the whole point of these posts is to find weapons that are factually different from what we currently have in game. So, since I already recommended the RSh-12 & Taurus Judge once before, it just felt natural to push the OTs-38 this time around as it's both a Revolver which (again) players have been wanting and it's a Revolver that essentially has a built in suppressor which gives it that unique characteristic that I try to find for these posts. Next post will be the Sniper Rifle post and after that will be the Special weapons post before I start the cycle over again. Till the next "Weapons that could enhance WW3" post is made... Have a good one folks! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter K14 Special Weapons Chapter GM-94 Submachine Guns Chapter APC45 Battle Rifles Chapter BREN 2 BR Shotguns Chapter AA-12 Light Machine Guns Chapter LWMMG Pistols Chapter (More to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  13. Hey Folks So I did small change suggestions last time, changes that I don't think would require any real considerable length of development time to achieve, and now I move on to the stuff that I'm very confident will require a good chunk of time to accomplish if it was going to be tackled. Do I expect any of this to be added? No, of course not. I merely make the suggestions and let the Developers do with it as they see fit. If they take it to the drawing board to make it happen, cool. If they take it to the trash can, fine. I just make suggestions and let the winds take over once I hit that Submit button for the most part. So, with that out of the way, lets get started with the big suggestions to enhance Breakthrough. --- Suggestion #1 - Allow Defenders to build Defenses in Objective Areas. I know there has been talk about doing this on Warzone to make the Defense role a little more enjoyable, so it's not like this is anything extremely out of the ball park of thinking. In regards to Breakthrough though, this could make being on the defense a little more enjoyable as it can allow Defenders to explore some different means of protecting the Objective. Now depending on how nuts the Developers go with this, it could force the Attackers to change up their strategy depending upon how the Defenders build up their defenses in the area. This of course brings up the question of how far do you allow the Defenders to go with building stuff, what do you allow them to build, how do you keep them from spamming stuff to grind the attackers down with cheap annoyances, and etc? Well, using a little suspension of disbelief, here are some suggestions I have... Predetermined build locations - While I'm sure many would prefer the ability to place defenses anywhere they want, I suspect it could lead to a lot of issues, so I recommend doing predetermined locations to avoid any possible headaches. Though by making predetermined locations over free form, the Developers will need to ensure that the Defenders will have plenty of options for defending the objective points a little differently depending on their needs in each game of Breakthrough. Defenses cost Battle Points to Construct - While primarily to prevent Defenders from spamming up defenses around an objective, it also forces the Defenders to strongly consider if defenses or one of their Strikes is far more important to the team at a particular moment. Maybe the enemy team is running a lot of Vehicles, so instead of the player calling in their Battle Bot, they instead choose to build up some Tank Traps along the main road to help stall the attacking Vehicles, and in turn give one of their allies an easy Bombing Run target. As for what kind of Defenses the Defenders should be able to build...I think Sandbag Walls, Tank Traps, Machine Gun Nests, TOW Launcher Nests, and Barbed-wire barricades should be plenty. I could come up with a lot more than just that, but I rather keep this simple for the time being. If the Developers are actually interested in allowing the Defenders on Breakthrough to build defenses, then I will go into a much larger list of suggestions in regards to this particular topic. --- Suggestion #2 - Varied Objective Types. Now I suspect People are going to assume I'm trying to "destroy the concept of Breakthrough" with this. But, the one thing I had mentioned before in regards to WW3 getting a Rush Style game mode, was that I didn't want to see a mere copy & paste. Currently the Objective types are a mere copy & paste, which is fine for where Breakthrough is currently. But, not for something later down the road in my opinion when the game is to be released. The more Breakthrough looks like a mere copy & paste of Battlefield's Rush, the more People are going to give the Developers & the Game flak for it. So, while I do not expect this by any stretch of the imagination to happen over night, I do think WW3's Breakthrough game mode would benefit long term from having a variety of objective types beyond just "Destroy the Radio Station." These objectives do not need to change the outcome for either the Attackers or Defenders, but should at the very least feel different from what we have done before even if it's only a small change. Some Objective suggestions I have are- Target Destruction What we currently have. (This part is more for suggested naming for the Objective Type) Secure & Extract The Attackers seek to capture a designated region on the map where a High Value Target is located. Once the area is captured from the Defenders, a Helicopter will fly in to secure the Objective Target. Defenders seek to keep the Attackers from securing the designated area. Area Capture time: 40 Seconds unless a Defender is in the Capture Area. If a Defender is inside the capture area, the timer is paused. Intelligence Gathering The Attackers seek to capture intelligence from a designated area using a Device. Defenders seek to keep the Attackers from planting their Device. If planted, the Defenders can shut off the Device or Destroy it with their weapons. Intel capture time: 40 Seconds. Disarmament The Attackers seek to reach a target objective and from there must protect one of their own teammates while they try to disarm the objective. Defenders seek to keep the Attackers from disarming the target and can prevent them from doing so by simply killing them. Disarm time: 40 Seconds. Now if these seem bland on the surface it's intentional for the next coming suggestion. But, by adding multiple Objective types, it keeps the game from feeling repetitive too quickly, and helps WW3's Breakthrough mode stand out more from Battlefield's Rush game mode. The Objectives types don't even need to be exact same across all the maps (to my knowledge). Warsaw's Alpha Objectives could be say...Secure & Extract and Disarmament, then Moscow's Alpha Objectives could be Intelligence Gathering & Target Destruction. Smolensk's Alpha Objectives could be two Target Destruction objectives, and etc etc...This can help each Breakthrough map feel uniquely different from each other beyond just the layout of the maps. It doesn't even need to be what I suggested above, it could even be hybrid stuff like Disarm & Extract, Intelligence Destruction, or some other combination, or something entirely different. But, with different Objective types there should also be a variety of Objective Targets which will be my segue into Suggestion #3... --- Suggestion #3 - Varied Objective Targets. One of my big issues with Breakthrough right now (even though I know why the Devs went in this direction for the time being) is the lack of interesting Objective Targets. In Battlefield we've destroyed M-Com stations after M-Com stations, after M-Com stations, and after the 10,000th M-Com station has been destroyed you begin to wonder; should we target the factory that is producing these M-Com stations instead? With WW3's Radio Stations it currently feels like we're just destroying the next 10,000 M-Com stations that some random factory cranked out. Rather than destroying M-Com station after M-Com station like Battlefield does, WW3 should let us destroy Radio Stations, the Factory that produces those Radio Stations, everything in between, and everything beyond those. The more interesting and varied targets the Attackers have to deal with, the longer it takes for the repetitive feeling to kick in, and most importantly the more WW3's Breakthrough differs itself from Battlefield's Rush. If this happens one can just imagine the conversation between a WW3 player & Battlefield Player over their respective versions of Rush/Breakthrough. Battlefield Player: We destroyed a M-Com station...then another M-Com station...and another, then another, then five more after that... WW3 player: Oh...Well, we disarmed a Anti-Air System, then we stole some Prototype Tank blueprints, then we destroyed a fuel depo, extracted an Experimental UGV, and we wrapped it up by disarming a tactical nuke that was put in place in the event that our forces captured the city from the enemy. But hey, at least you destroyed 9 M-Com stations... And with that, this brings me to suggestion #4. --- Suggestion #4 - Light Story Narrative. Now when I say Light Story Narrative, I don't mean stories along the lines of a Call of Duty, Spec Ops: The Line, Homefront, or anything like that. I'm talking small Story Narratives that explain why our Team is currently doing what it is doing, why it's in the region, why it needs to take a certain path, complete certain objectives, etc etc...Some examples can be things like... "We're unable to get Close-Air Support into this area because of a Anti-Air System. We need you to remove the threat!" "If we're going to force the West to the Negotiating table, we need to capture Berlin from them. Lets make it happen team!" "The Officer Club keeps a Record of all Officers that visit it. Get us the Records and we can begin weakening the Chain of Command!" "Western Reinforcements are going to push us back if we don't destroy the northern bridge. Ensure they cannot cross that bridge, Team!" And you get the idea. This isn't anything of massive importance and really Breakthrough could do just fine without it. But, I do think it would enhance the WW3 experience if it went in. Speaking of enhancing the experience though..., I will now cover my last large scale suggestion. --- Suggestion #5 - Map layouts determined by Faction Control. As my last suggestion for this post, I wanted to cover something I felt wouldn't take long to explain, even though I suspect it would take a long time to implement, or just not really be worth doing. But, I wanted to bring it up all the same. I think it would be cool if the Breakthrough maps and their Objective Types & Objective Targets were determined by who controls the region on the war map. So, lets say for example... The East controls Warsaw...Rather than the East attacking from the top of the map and heading down, the West is instead attacking from the bottom of the map and heading up. This gives off the feeling of the ever changing battlefield and factually would go a long way in both keeping the gameplay feeling fresh as well as (once again) making WW3's breakthrough stand out when compared to Battlefield's rush. --- With that this brings my post to an end. I'm sure I will get some flak for this post. But, I just make the suggestion, what the Developers do with them is entirely up to them. All I really want in the end is for WW3's Breakthrough to NOT be a copy/paste of Battlefield's Rush and if these suggestions or some others can achieve that. Then I'm as happy as I can be. I did have a 6th suggestion in mind. But, I felt it might throw off the game balance generally speaking, so I figured it better to keep it off the list even if I still think it could possibly be a cool addition to the game mode a bit. I of course cannot confirm that without actually testing it, so I'm just speculating at best. Anyways, once Breakthrough goes through it's update on the PTE, I will get to posting my Breakthrough Map rework suggestions. Till then... Have a good one folks and remember; I just make the suggestions. What the Developers do with them is up to them. Breakthrough Suggestion posts Suggestions to enhance Breakthrough - Small changes Polyarny Breakthrough Map Rework Suggestion -> Still to come. Berlin Breakthrough Map Rework Suggestion -> Still to come. Smolensk Breakthrough Map Rework Suggestion -> Still to come. Moscow Breakthrough Map Rework Suggestion -> Still to come. Warsaw Breakthrough Map Rework Suggestion -> Still to come.
  14. Wouldn't say high quality, but I do try a bit lol. Awesome to hear though that Breakthrough will be updated this week, I will hold off on the map rework suggestions till I see what updates are happening.
  15. Dunabar

    SERVER ROTATION

    Map Rotation is already in. The problem is that somewhere between the servers there is some technical nonsense taking place that is causing Players to get what is called the Infinite Loading Screen Bug. I've had times where I've loaded in just fine and times I've had to alt+f4 out. Alti+f4ing being the most common of those two in my experience. Actually I'd argue it's very under powered now. It got nerfed hard in the last update to the point that just a little attention from high caliber fire will ensure that the Helicopter Drone is in the scrap heap and it's moving slower now which means it's not at all hard to hit anymore.
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